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Warden

Break their guard.

Set bonuses

Wear 2, 3 or 5 Warden pieces and each tier below switches on. They add up: at five pieces you have all three.

  1. 2+20% pierce.
  2. 3Strikes shred 25% of the target's current armor.
  3. 5The first time an enemy's armor breaks, it is stunned.

The fine print

How it plays

The game's own set card sums Warden up in three lines:

Pierce, strip armor, stun on the break.

The set stat

Every Warden piece has one stat, its set stat, that is multiplied by how many Warden pieces you wear. Two pieces double each one's set stat, five pieces count it five times. That is why a third and fourth piece are worth more than their own numbers suggest. See how sets work.

Pieces

Nine pieces: one for each of the seven slots, a second weapon and a second ring (you wear two rings). Stats shown are Common, found on floor 1.

PieceSlotStatsSet stat
Jailer's HelmHead+5 armor
+3 health
+5 armor
Keyring ChainNeck+3 health
+6% pierce
+6% pierce
Shackle MailChest+8 armor
+5 health
+8 armor
Cellbreaker MaulWeapon+5 power+5 power
Chained GreavesLegs+5 armor
+3 health
+5 armor
Iron Key RingRing+6% power+6% power
Iron BootsFeet+4 armor
+2 health
+4 armor
Shackle FlailWeapon+4 power
+8% pierce
+4 power
Cell Key RingRing+8% pierce+8% pierce

Synergies

Two pieces of Warden with two pieces of another set wake a synergy:

Finding it

Warden pieces appear from floor 1 on, in The Gilt Cellars and below. Loot leans toward the sets you already wear: each Warden piece on you makes the next one more likely, and while you wear two or more the floor market and the merchant offer a piece you are missing. Winning 20 battles with two or more Warden pieces on opens Gilded.

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Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.